Argh!
The reason I'm looking into this is because I'm working on another entry for the reduced res challenge and running it in a window was making it run way too fast. With some fiddling (simply reading the timer at the start of the loop and then waiting until the timer was at least 0.02 seconds advanced before starting again to keep it at 50 frames a second, in theory) it's running better.
I then went back to watch my xalboy and bluegold entries again and they're going ballistic, way too fast. I know I installed some directx update to try and watch someone elses demo, and I daresay windows saw fit to update itself with some stuff, but this is ridiculous.
I tried to add the same delay to those demos and the effect I'm now getting is that it races, pauses, races, pauses, and so on which is arguably more annoying to watch.
Can I ask how fast (insane?) the xalboy and bluegold demos run? They should be speedy, but watchable. In the xalboy demo, the bubbly plasma should be smooth not ... mad, and the dragon walking should be a fair pace that you'd expect to see in a gameboy game, not throwing as many frames to the screen as possible, same with the clouds on the title screen.
I also ran some demos by other people and they seem to be having a similar issue. I'm hoping it's just my machine having a bit of a fit, but this is my nightmare with PC coding, an inconsistent platform
